Wow, really great stuff. Can I ask about your workflow? Is everything for each model hardmodeled and baked, or do you keep a catalogue of parts and mix-match? Texture sizes and polycount?
Wow, really great stuff. Can I ask about your workflow? Is everything for each model hardmodeled and baked, or do you keep a catalogue of parts and mix-match?
nice to see more Hawken art.
are these highpoly mech built from scratch or recycled from old previous mechs mix of both ?
Can I ask about your workflow? Is everything for each model hardmodeled and baked, or do you keep a catalogue of parts and mix-match? Texture sizes and polycount?
All the mechs are modeled high poly and then baked down. We have a kitbash library that speeds the process up a lot though. I think it's around 1000 meshes now! Generally the big shapes are custom modeled, but a lot of the smaller stuff is grabbed from the library with maybe a few tweaks. But I'm pretty anal about sticking to a concept, so I usually custom model most of it. I say what the heck, that's how the library gets bigger! 8)
The mechs are separated into 3 sections: Lower legs, Upper legs/pelvis, and torso (the shielded mechs have 4 sections). Everything ends up at 1024 except the torso, which is 2048. I usually texture at double size though, and then downsize. Mechs are 15-20k triangles total. If you look closely at the wireframe images, I've left the triangle counts in the top left corner. Weapons and thrusters add a few thousand as well so they usually end up in the low 20ks.
Sick mechs! The execution of modeling/texture work is fantastic. I personally feel the designs are pretty ugly and hard to understand what is what. But still they are executed very nicely.
Sick mechs! The execution of modeling/texture work is fantastic. I personally feel the designs are pretty ugly and hard to understand what is what. But still they are executed very nicely.
Thanks man. Yeah, our designs have been a bit polarizing. Personally, I can't get enough, but I know a lot of people aren't fans. I can't give anything away obviously, but I can tell you that we are definitely listening!
Stellar stuff, man! On average, what resolution were you guys using for the texture sheets?
1024 on lower legs, upper legs and pelvis, arms, and shields. 2048 for the torsos. I texture at x2 resolution though, so all these images are using bigger sizes than in the game.
1024 on lower legs, upper legs and pelvis, arms, and shields. 2048 for the torsos. I texture at x2 resolution though, so all these images are using bigger sizes than in the game.
wow great job! Truly inspiring work. Love the models, the design, and the textures! Now hows the animation and rigging??
How are they rigged and animated? I'm not as familiar with that process, but I can elaborate a bit. There are three mech classes: Light, Medium, Heavy. All the mechs in one class share a rig. It has to be this way because of the customization we allow. Rigging is fairly simple since the rig is already built; it's just a matter of doing a quick skinning.
Finally adding more Hawken stuff! Lucky for me, I'm pretty much the "drones and thrusters" guy. Each month we release one of each. We've got some more really cool ones on the way that I unfortunately can't show yet, but I'll update once they are released! Some modeling was provided on a few of these by other artists such as Jon Lee, Long Hoang, and Andrea Nguyen.
Hahaha, yah, honestly.. Really cool to see how you reused the little parts, makes it all consistent too, nice job integrating it all, I love the custom paint job ones
Hahaha, yah, honestly.. Really cool to see how you reused the little parts, makes it all consistent too, nice job integrating it all, I love the custom paint job ones
Thanks man! Yeah, I did the first batch (pretty much what you see here) all in one go so they began to get very repetitive. I pretty much had an easy mode formula in my PSD structure lol. For these newer ones I'm trying to take a bit more time to keep things fresh. More on that later.
Modeling looks really good, and the textures really sell it in the engine, very nice.
Like the offline renders aswell, good lighting.
I just cant really get along with the shapes of the mechs. They are so unaesthetic in my opinion. I mean they are so out of balance visually. (not physically) There are so many weights which need hard adjustment to make it optically balanced. Proportions are really off imo.
If there are really huge arms with big weapons missing, then I could maybe understand, but like that its just really odd.
And that one mech looks like a television with armstumps ? I mean come on. Would you identify as player with that one ? + this is the first mech you have ingame
The model and texture sure are really good and detailed, but who designed that basic form?
It feels like your concept artist wanted to bring as much shape variation in as possible in a whole without looking at the benefit of the individual. This sure makes sense, but not for subjects meant to be the
player identification.
Please correct me if im missing something, I dont wanna be too much of an ass here
Haha, Shrike. You're not an ass In fact, a lot of people agree with you. Our look is the brainchild of Khang Le, our creative director. Khang really wanted a unique and fresh look for our mechs and machinery. The idea is that the tech was scraped together with whatever they had lying around. It's supposed to be junky and a little fugly. Maschinen Krieger was also a huge inspiration. Having said that, mechanically our stuff obviously doesn't make much sense. We have admittedly lame excuses in our lore to explain these flaws... but it's mainly just because we liked what we liked. Personally, I love the style and I wish we would push it even further. But we're quickly learning that as a F2P title, the fans know best, and most of them would prefer more "traditionally" appealing designs. So expect to see that influence down the road.
As for Fred, the TV with stumps... he is intentionally supposed to be pretty retarded looking. It's the recruit mech everyone starts with, so we wanted him to be less appealing than the rest to promote spending $$$$. No shame! He is actually pretty polarizing. People love him or hate him. It should be no surprise that he's one of my favorites.
And yeah, all the stumps are attachments for weapons, which are pretty large.
Maybe we can win you over with some future designs!
Awesome work, looks solid.
These metal plates texture looks real good
I'm trying to get same feel for the metal plate for my vehicle, would you like to help me. Mine looks thin plate while your look hard one..
Don't wanna take over your thread, But Please suggest me for the metal texture place at Volvo Sugge TP21 [WIP]
Replies
Really cool work, has a great feel to it.
nice to see more Hawken art.
are these highpoly mech built from scratch or recycled from old previous mechs mix of both ?
All the mechs are modeled high poly and then baked down. We have a kitbash library that speeds the process up a lot though. I think it's around 1000 meshes now! Generally the big shapes are custom modeled, but a lot of the smaller stuff is grabbed from the library with maybe a few tweaks. But I'm pretty anal about sticking to a concept, so I usually custom model most of it. I say what the heck, that's how the library gets bigger! 8)
The mechs are separated into 3 sections: Lower legs, Upper legs/pelvis, and torso (the shielded mechs have 4 sections). Everything ends up at 1024 except the torso, which is 2048. I usually texture at double size though, and then downsize. Mechs are 15-20k triangles total. If you look closely at the wireframe images, I've left the triangle counts in the top left corner. Weapons and thrusters add a few thousand as well so they usually end up in the low 20ks.
I really wanna make mechs now!
Ace stuff:thumbup:
He's my fav too! He's actually the starter mech you get right away. He's intended to look a little quirky/less amazing haha.
Sup dude! Beta is moving right along. Still working out some kinks of course, but it's been a lot of fun!
Haha, you can thank Khang Le for that one. I made sure to put it in the texture!
Thanks man. Yeah, our designs have been a bit polarizing. Personally, I can't get enough, but I know a lot of people aren't fans. I can't give anything away obviously, but I can tell you that we are definitely listening!
1024 on lower legs, upper legs and pelvis, arms, and shields. 2048 for the torsos. I texture at x2 resolution though, so all these images are using bigger sizes than in the game.
How many, textures per mech is used 3, or more ?
Light Mech has 3: Lower Legs, Upper Legs, Torso
Medium Mech has 4: Lower Legs, Upper Legs, Torso, Arms
Heavy Mech has 4: Lower Legs, Upper Legs, Torso, Shields
All the stuff in there looks like it would be a blast to make.
Haha... i may have raided some of your psds.
Thanks man! Yeah, I did the first batch (pretty much what you see here) all in one go so they began to get very repetitive. I pretty much had an easy mode formula in my PSD structure lol. For these newer ones I'm trying to take a bit more time to keep things fresh. More on that later.
Nice use of color and dirt, looking forward to seeing more
Would there be any chance of posting some texture sheets? :P
Like the offline renders aswell, good lighting.
I just cant really get along with the shapes of the mechs. They are so unaesthetic in my opinion. I mean they are so out of balance visually. (not physically) There are so many weights which need hard adjustment to make it optically balanced. Proportions are really off imo.
If there are really huge arms with big weapons missing, then I could maybe understand, but like that its just really odd.
And that one mech looks like a television with armstumps ? I mean come on. Would you identify as player with that one ? + this is the first mech you have ingame
The model and texture sure are really good and detailed, but who designed that basic form?
It feels like your concept artist wanted to bring as much shape variation in as possible in a whole without looking at the benefit of the individual. This sure makes sense, but not for subjects meant to be the
player identification.
Please correct me if im missing something, I dont wanna be too much of an ass here
As for Fred, the TV with stumps... he is intentionally supposed to be pretty retarded looking. It's the recruit mech everyone starts with, so we wanted him to be less appealing than the rest to promote spending $$$$. No shame! He is actually pretty polarizing. People love him or hate him. It should be no surprise that he's one of my favorites.
And yeah, all the stumps are attachments for weapons, which are pretty large.
Maybe we can win you over with some future designs!
Hehe, patience my friend! We've got some big updates in the works, stay tuned for info! Unfortunately that's about all I can say. :poly122:
I really love that yellow drone/gun thing. It reminds me of old school Digimon where every missile had a face on it.
Great stuff, i hope to see much more soon ^^
These metal plates texture looks real good
I'm trying to get same feel for the metal plate for my vehicle, would you like to help me. Mine looks thin plate while your look hard one..
Don't wanna take over your thread, But Please suggest me for the metal texture place at Volvo Sugge TP21 [WIP]